Jump to content

Aiyen

Mod Author
  • Posts

    3,388
  • Joined

  • Last visited

Everything posted by Aiyen

  1. Was introduced in v.192 however there have been many updates to it along the way, so you will always need to use the enbhost.exe from the version in question. The versions before 192 do not support it at all.. and most likely never will.
  2. Nope. Only way would be if bethesda decides they want to buy a few more years before the next TES title and recompile skyrim with dx11. The reserved one more or less only decides how much RAM you reserve to be used for the additional process(es) that ENBoost create. For skyrim then the limit is more bandwidth now then amount of memory.
  3. DirectX9 caps VRAM use at 4Gb. So this is entirely normal behavior. The main issue is that a few people since the inception of ENBoost have been saying they use more then 4Gb VRAM.. but like you have noticed then this amount is most likely from other processes then the game itself!
  4. Parallax or do not pass start and do not collect 2000$ and a place in my list! :) My general opinion about rock textures are that most of what is said is most likely true, however they are among the textures that really do benefit from parallax vs a good normal map. If one should speculate on why it has not been more implemented then I guess it would be somewhere between time constraint, and the effect not really benefiting/being possible on the console versions. When I do any modding these days it is mainly to just fix something or another in a specific location. In relation to this then I really think brown mountain textures look really epic in the volcanic tundra region, while they look entirely off in any winter setting. Eventually I will get around to giving the meshes there unique names and unique texture paths instead of just using the same all over. But first many other projects await!
  5. On which weathers... Need more info... since I have never seen that I think.
  6. No.. Boris does not want to mess with the GUI parts of the code.. so that sort of thing would have to be done manually.
  7. You can read the LOOT thread and post questions about it there... keep this thread on topic please!
  8. If the model is black then the texture have most likely failed to be created... ie just an empty .dds file. You can verify if you try to open the .dds files in a viewer. Reinstallation of the textures should solve the issue.
  9. Just a little something I stumbled upon today when testing this out with my settings! I mean come on....it is this sort of textures that skyrim really needs! Great job on it Osmodius... I am quite happy with them so far!
  10. AMB floor any day of the week.. but I guess I am just tried of over noised textures put along with extra sharpening effects by now... only real improvement I could wish for would be a parallaxed version.. but that pretty much goes for just about every single "floor rocky" texture.. it is just a place where parallax just works.
  11. Actually the issue is not really in the textures.. but in the meshes that make up the wall! ;) You could get more variation on them if you went in and manually put in various copies of the individual wall meshes and then assigned each one different textures. Main issue is that it is rather tedious to do...
  12. SRO is not the best out of all the farmhouse mods out there atm. I pretty much agree with your analysis here, and do think it could be a good core candidate.
  13. 7200RPM olde skool Western Digi 500Gb SATA drive... It would be a sad day when that is faster then anything semi modern! :) Anyways... other then that. Intel i7-3770K, Asus saberthooth z77 Mb, 16Gb of RAM (forgot the specs.. but good ones).. windows 7 and Nvidia gtx 660 2Gb
  14. That seems odd... my initital load times for skyrim... after a fresh reboot can be like 1-2 mins.. but after that if I go in and out of the game the load time is 10 sec or so... and I do not own an SSD. I do have 16Gb of RAM though. I honestly have not paid any attention to the windows page file in ages.. it just stands to auto and I have not yet had any issues with it at all. Curious...
  15. Skyrim particle patch by mindflux https://enbseries.enbdev.com/forum/viewtopic.php?f=6&t=1499
  16. matte vs. polished metal look would be what it comes down to. Got to admit I am a bit torn. Overall AMB blends nicely and looks great... but there is just something I like about the highlights on SoY 2K.
  17. Actually the way glaciers and ice are setup in skyrim is more like crystal then ice when you compare to realworld images. Main issue with adding cubemaps and altering the meshes is that bethesda was rather conservative in their use of meshes .. hence there is probably something somewhere that will just look downright silly with the new mesh. But really like what you have done here... hope you will do the other stuff since then I could take a look and see if it is something I want to implement into my own crystal meshes. (I got custom ones for my own personal use of those.)
  18. Main issue I have with nebulae type galaxies are that they never really fit in. They always look plastered onto the sky and their scale and amount of detail just do not fit relative to everything else. It is a hard thing to do well, since on one side you want the fine structure to help define the nebulae.. on the other you need to remove it to actually make it look like it belongs. This is one of the nicer ones I have seen though... but still prefer galaxy night skies rather then nebulae ones.
  19. Got to admit that I do not agree with the boring part of your post... Saying that brown makes your adventuring less interesting then grey... I am just confused about that reasoning hehe.
  20. It makes no sense to even test parallax mods as long as we do not also say that people ought to use ENB parallax... Simple as that.
  21. Just did a rewrite of the previous post so it was more clear! Hope that helped making it more understandable.
  22. Edit: Since the first version of this post was not really super clear I decided to just update it so it is a bit more clear. Line: Caused because the gameworld is a halfsphere put down on top of a square. Limited solutions: Alter the half spherical sky box mesh, and ENB mist feature: Mesh issues: Stuff will start to look a bit stretched the more you do it, and it will not be able to eliminate the issue everywhere since the gameworld is square not circular... so there will always be those certain areas where you can see this. Mist: Will only slightly hide the issue.... the intensities of the effect might not look good on certain weather types. But you can get far using it. Mixing the two is most likely the best option if someone wants to go all out. Banding: Caused due to limited amount of bits in the color channels. This is the same effect you will see if you compare 8bit with 16 and 32bit colors. (Limited) solutions: Animated saturated random noise, dithering, adaptation, general tonemapping. Noise: This helps smooth the tones out by making sure most pixels do not get so huge differences that the effect becomes visible. The downside is that there will always be a slight grainy look, this can however also be minimized. Dithering: In my experience not nearly as effective as noise, but it does help a little bit, so if you only have small amounts of banding then some dithering code can be quite worth it. Adaptation-tonemapping: Adjusting your tonemapping so that the color variation is limited enough that the issue never become visible. During dawn and dusk when you have adaptation then the tone variations are at their most extreme, hence getting entirely rid of the effect during those periods is rather difficult. The reason I put limited in () is that.. you can remove the effect entirely if you make it so that your dynamic range is always within the threshold of when the issue happens.. since there is always going to be a point where the issue will become apparent since ultimately the cause is that the color information required to make sure it does not is not available.
  23. I personally think the transparent ones look better with the rest of the textures... The others ones are nice but do not really think they fit in, but oh well! :) Same issue with any other ice snow intersections... probably not really possible to make it look really good without cell edits.
  24. Want farmhouses done right.. you do them yourself! Well I did anyways hehe! :) It is just a tricky set of textures to work with.. since they are in rather diverse settings and making them match everything is rather difficult.
  25. Comparing VL without ENB and parallax fixing enabled with anything else will most certainly make it look subpar. I know it says it is not strictly required but vanilla implementation is just too buggy to be worth it.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.